/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License */ #ifndef __LIGHT_H__ #define __LIGHT_H__ #include "kernel_types.h" #include "util_types.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class Progress; class Scene; class Light { public: Light(); LightType type; float3 co; float3 dir; float size; float3 axisu; float sizeu; float3 axisv; float sizev; int map_resolution; float spot_angle; float spot_smooth; bool cast_shadow; bool use_mis; bool use_diffuse; bool use_glossy; bool use_transmission; bool use_scatter; int shader; int samples; void tag_update(Scene *scene); }; class LightManager { public: bool use_light_visibility; bool need_update; LightManager(); ~LightManager(); void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_free(Device *device, DeviceScene *dscene); void tag_update(Scene *scene); protected: void device_update_points(Device *device, DeviceScene *dscene, Scene *scene); void device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_update_background(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); }; CCL_NAMESPACE_END #endif /* __LIGHT_H__ */